﻿Shader "Custom/TestShader3"
{
	Properties
	{
		_Diffuse("Diffuse", Color) = (1,1,1,1)
	}
		SubShader
		{
			Pass
			{
				Tags{ "LightMode" = "ForwardBase" }
				CGPROGRAM
				#pragma vertex vert
				#pragma fragment frag

				#include "Lighting.cginc"

				fixed4 _Diffuse;
				struct a2v
				{
					float4 vertex : POSITION;
					float3 normal : NORMAL;
				};

				struct v2f
				{
					float4 pos : SV_POSITION;
					float3 worldNormal : TEXCOORD0;
				};

				v2f vert(a2v v)
				{
					v2f o;
					o.pos = UnityObjectToClipPos(v.vertex);
					o.worldNormal = UnityObjectToWorldNormal(v.normal);
					return o;
				}

				fixed4 frag(v2f i) : SV_Target
				{
					fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
					fixed3 worldNormal = normalize(i.worldNormal);
					fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
					fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * (0.5 * dot(worldNormal, worldLight) + 0.5);
					fixed4 col = fixed4(diffuse + ambient, 1);
					return col;
				}
				ENDCG
			}
		}
		Fallback "Diffuse"
}
